Devlog #3 : Camera bounds & tracking, Collision & Enemies, and Artstyle


For this group session we tackled a couple extra mechanics for the game movement:

The Camera works as follows, it moves vertically following the player, and the player can either boost their speed or slow down a bit without  moving past/behind the camera on the Y axis. The speed boost might end up being a combat feature (more collision damage!) on a cooldown or just for evasive actions. 

For now, enemies are static and deal damage on collision only,  and are represented by solid concrete walls, as seen on the picture below. In the future they'll slow/stagger the player down in addition to damaging them. If the game ends up being ground-based with heavy duty vehicles it would be cool if they crumbled as the player crashes into them. It could end up being air-borne though, or even in space!

In terms of art-style, we may end up going with a scifi setting regardless of vehicle type. We found these great vehicle sprites and level tileset on the platform that spared us from our own programmer art.

On a side note: turns out you can't paste the project files after you are done in the cloned repo folder you didn't work in and hope everything just overwrites everything else without any issues. Fortunately the servant of chaos that did that was countered just as swiftly by an agent of the higher powers. If you are going to meddle with advanced version control sorcery as an apprentice use the buddy system, or at least have an overqualified familiar at your side.

Assets used in this game:

@ragewortt   https://ragewortt.itch.io/top-down-sci-fi-tanks 

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Excelente!